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Hi everyone, I am under a year new to 3DCoat and I love it so far. I purchased it right away knowing what it was capable of and specifically it seemed like the only 3D painting program that can work with Displacement textures and see it in realtime!
Anyway, there was no tutorial for me, I asked questions and saw bits of info that came from various places and was a bit of a nightmare after buying a new piece of software and not knowing how to use it the way you need. So recently I put together a couple tutorials, a short version and more of a complete version. This video -the long one, was not intended to show off my art skills, I'm just dabbing areas with various textures while explaining how to and trouble shooting etc. I'd still like to improve the ability to have displacement work faster and maybe display better while painting. Perhaps if the lower poly model can be subdivided once or twice and while you paint a a front facing & distance based tessellation shader is used to help bring out the details that way you could potentially have subdivision on its highest level and have the same performance and maybe memory conservation with 100% fidelity but with the speed as if you were working on a lower poly model.
So here is the tutorial if any one here has mastered working with Displacement with 3DCoat please let me know how I can improve the workflow or let me know if I explained something incorrectly. I was working with 8K Photo Scanned textures from RDT

Hi ! I am a noob here... I started painting this after I model it in surface mode. In some points including all the grass the texture is very bad looking. The images that I am using to texture are 2048x2048 pixels or bigger. The preview looks awesome... I read the topic about the preview and understand that they will not look the same. But as you can see there are some points with very big difference. I marked the with red. I want to obtain the quality from the preview if possible or at least the good zones (marked with blue). Is a bad mesh surface or something ? (for me it looks like the surface is the problem, what s the best tool to divide the surface ?... or something like that). I imported it from rhino exported as .STL and has over 50 million triangles. Thank you !

Hey Guys, I'm not that familiar with 3D Coat yet. For awhile I was mostly using Blender but more recently i've also grown rather fond of 3D Coat especially with the UV Toolset, Voxel Sculpting, and Retopo Tools it has which I happen to like a lot better.
I'm working on a first indie game I started with most of my models done so now I just need to texture them decently so that they all look decent when used together for game objects.
Originally I was exporting the UV Image only then opening that in Photoshop since I have textures I would then map over it because I'm not very good at texture painting yet so that is why I have gone that route for the time being until I can figure it out better over the course of time.
Now, in 3D Coat I am looking for that but I can't seem to do that? Is there no option or way to do that or am I missing it somewhere? I have poked around and tried to look for clues and made several attempts to figure this out more but other than messing around with it more until I get the results I desire.
Any advice about this or could someone at least help point me in the right direction that has more experience than me with this?

Hi!
I have made a 3d scan of a starfish using the real sense camera SR300. I used 3D System Sense software. It outputted an .obj and an .mtl filetype. I used blender to clean up around the model. Then,
I exported it from blender to 3dcoat as an .obj filetype. In 3Dcoat, I fixed up the mesh and the texture. I exported it as an .obj file type and put it into unity, but the texture is missing. The texture is visible on the mesh in 3dCoat, but it is not accessible through the Texture editor. I am at a loss. Can anyone help me figure out how to recover my texture, so that I can export the mesh and texture into unity?
texture editor doesn't show the texture.. XOif I turn off layer 1texture visible in 3D coat, but not accessible..... ;/
I would be REALLY grateful if someone can help me out!
Thanks!
Leona S

Hello guys,
We're proud to present a new tool for artists and programmers. https://material-z.com/
Hybrid Layer and Node system
Material-Z is a powerful new PBR Material Editor. Based on Disney's principled material system it is able to create amazing materials for both the gaming and the high end 3D rendering market.
Its currently in beta but anyone can try it out now and play with it.
Introductory tutorials
https://www.braindistrict.com/blogs/tutorials/material-z-getting-started-with-programming-nodes
https://www.braindistrict.com/blogs/tutorials/creating-a-brick-material-in-material-z-part-i
https://www.braindistrict.com/blogs/tutorials/creating-a-brick-material-part-ii-noise-based-irregularities-and-cracks
https://www.braindistrict.com/blogs/tutorials/creating-a-brick-material-part-iii-cement-and-finalizing

hello, I'm using 3d coat nearly year and now i got some problem: I cant draw with norlmals in paint room, but only when I'm using texture. Only one day before it worked and now I cant. 3d coat version 4.8.10. On screenshot 1 I'm drawing with just brush and no texture and it works well. But on screenshot 2 I draw with texture and it doesnt work properly. On 3rd screen normals and they are plain. it should be as on 4 screenshot. Thanks for any help.

Replacing the MAPPING node with several 'XYZ Vector Slider' nodes - would be helpful - give more finite control if it were possible to configure the maximum-minimum values with an IMPUT data-value at each end of the slider. See attachment: Replace XYZ

I`m moving between applications in my workflow (sculpt in 3D-coat, paint in Substance Painter).
I have heard that the following is possible, though I`m unsure how exactly. I want to :
1. Import a mesh (originally sculpted in 3D-coat, but textures are generated in Substance Painter)
2. Import multiple texture sets for said mesh
(from Substance Painter: they all belong on the one mesh, but for different "parts", and therefore needs to be merged since it can`t be done that way in Substance Painter)
3. Somehow combine the textures into a single UV-tile (that can later be applied to the mesh inside of e.g. Maya).
4. Export (... the newly combined texture as a single file.)

Almost all the coloring work I did somewhat looks like this.
It feels and looks like something's missing and it's bothering me.
Earlier I tried to show the edges by following the wireframe, but I did not get the results I wanted on the line.
I am open to any suggestions that may lead me forward.
I also started to study drawing. I think it will be useful.

When I have a lots of layers and over two material (uv) the exporter not works properly. I have to bake texture and have 1 mat to work. It's frustrating problem. I use Linux version, but also in windows have the same problem. The texture are flat. Cheers

Is there a documentation for converting pbr textures from one format to another from a developer standpoint?
The math, algorithms and formulas behind pbr export and import. We are trying to write a plugin for exporting textures from our renderer but our dev doesn't understand the docs from https://www.marmoset.co/posts/pbr-texture-conversion/ as its too artist talk and not developer friendly.

Hi!
I am new with 3D Coat. I've been trying to create seamless hand painted textures. Ex: grass patch, wooden floor, stone wall etc... I imported a unwrapped plane from 3ds max.
Is there an option to make the texture tile?
Thank you very much for your time, I can't seem to find any answer on the internet.

Is there a way to apply layer blending within the smart material editor?
I am trying to make a wasp skin texture which I am using a rust image for and apply a new layer of yellow on top, however lowing the opacity is not enough.
If I apply the rust to a normal layer then the yellow on top I can use layer blending to get the desired effect.
Is there a way of doing this in the smart material editor directly?

Hi Guys,
I am urgently trying to finish some work and yet as you can see the textures where there is grey metal export as solid black.
Does anyone know why this may be? As you can see from the UV layout from within Coat they are displayed correctly.
I have also included my export settings.
Many thanks.

Hello everybody.
I have a problem with making something really important for me and I can't find any tutorial for my idea.
I don't have much experience with 3D-Coat or any other 3D software (so yeah, noob questions alert).
I would be delighted if there was anyone who could help me.
My goal- I would like to make a textured cylider with a seamless texture (real geometry), using Alphas or Stencils, without any stretching etc.
I wonder if there is any good and fast way to achieve it.
I'm really sory if it's a silly or way-too-noobish question.

So I imported a low poly model and cut off a small portion of it. But when I unwrap it the UV Map is completely different from the original one and when I import the texture it had before it's all messed up because it doesn't fit the new uv map. So is there a way to make changes to a model and still have the original texture wrapped around where it was before? It's really frustrating not being able to keep the models original texture after unwrapping.

Hi! I am making a texture for a gun and encountered this problem. The texture in 3d-coat texture editor looks nowhere same as the exported one. This is from 3d-coat texture editor:
And this is what is being exported:
First of all the look is really different. And more importantly the exported texture has random stuff around the edges of texture. It looks like it just filled the free space of texture for some reason. Any way I can fix those problems and get the look I see in texture editor? Thanks in advance!

Hi guys! I have a project I am working on and the bit I have gotten to now is really making my head hurt haha!
So I am trying to make terrain pieces that can fit together side by side and be seamless and flow from one to the other. The idea is that I can sculpt a number of pieces and they can be used multiple times in different positions and rotations to create a potentially infinite number of terrain boards.
http://i.imgur.com/NGRCrqg.jpg
That is my rough concept where there are pieces like straight rivers, curved rivers, rivers with crossings, cliffs, cliff corners inner and outer, cliffs with slopes, lakes and grass plains and they can then be used multiple times to create varied landscapes.
My issue is that I am unsure how to make them tileable! Ideally I am looking for a way of sculpting a perfectly square mesh that repeats at the edges so each module can fit next to another module with relative ease. I have tried doing it via photoshop creating heightmaps but the results are not great and it takes far too long to make a heightmap by hand, with detail without having a reference as to what it looks like when applied to a model.
I would appreciate any help that I can get with the matter! I am struggling!
Thank you!

Hi I'm having a bit of a problem with 3D Coat. I created a texture for a model I had made and was saving incrementally as I usually do. Anyway I finished it, saved the file and left it until I needed to export it. I have just went back to it and the texture I created is completely gone and the whole object is grey... So I figured I'd just go to my previous save. It's texture is gone too and so are all other previous saves. I checked an unrelated file and it's textures are still there. Did I do something wrong? When I look at the thumbnail for the file the texture can still be seen. Here are pics of the file and also of the thumbnails. Any help would be much appreciated. Thanks.